// attribute float size;
attribute float size;
attribute float time;
uniform float skyheight;

varying vec3 vColor;

void main() {

    #include <skinbase_vertex>
    #include <skinnormal_vertex>
    vColor = color;
    vec4 mvPosition = modelViewMatrix * vec4(position, 1.0);
    mvPosition.y = mvPosition.y - sin(time);
    gl_PointSize = size * (300.0 / -mvPosition.z);
    gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
    
    #include <logdepthbuf_vertex>
}
